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Borestones / Flying Mounts / Ships

What would you like to see us "fix" about Vanguard: Saga of Heroes?

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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: Borestones / Flying Mounts / Ships
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Post by Kilsin » Sun Aug 03, 2014 8:06 pm

[quote="ArtofWar"]lvl 50, the sweet point in that game, the grind had meaning, the rewards rewarding, the world involved. That griff quest was outstanding, like the Shadow and unicorn, took you all over, and got people into places they may have never otherwise seen. Im all for that line, was epic, and the reward matched it!

Kilsin im with you 100%. Launch VG was perfect (barring the bugs and spawning 1000meters in the air when you crossed chunks) I remember how stoked I was when I could not only afford my first Camel Mount (they were hardly seen) but trekking out to the Island near the bunker to get it. Ships had meaning (diving for steeles in dragons backbone), as did the griffon when you got it, also the fact we got it at end game, made trivialising content a nonstarter.[/quote]

That's exactly right mate, I will never forget my first ever young black griffon, the feeling of knowing that I had levelled from 1-50, enjoyed many quests, continents, groups, dungeons and raids and could now, as a reward, fly all around the beautiful world in style and be the envy of many others, was extremely satisfying and memorable.

I also loved the Unicorn/Shadow hound quests, the best/fastest ground mounts in game, done over a lengthy quest line spanning the entire world, it's funny how both the Griffon quest and the Uni/Shadow quests were the hardest/longest but everyone remembers them the best and the majority reminisce about them the most, in their original versions before the level cap increase to 55.

If only there were more mmorpg's out these days with quests and experiences like this, I think the industry would be a lot better off.

Those quest lines are the types of grinds I like too, even killing a ton of ettercaps for the Unicorn quest was fun and challenging solo!

Ahhh, the good old days!
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Sacred
Posts: 92
Joined: Wed Mar 12, 2014 10:47 am
Re: Borestones / Flying Mounts / Ships
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Post by Sacred » Sun Aug 03, 2014 8:44 pm

[quote="Mithni"][quote]But after all that: Did you forget the feeling when you got your first griffon? It will never feel the same, if it's too easy =)

Mith[/quote][/quote]
Yup, I took a 6 month break from game after all that, ugh.
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: Borestones / Flying Mounts / Ships
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Post by Kilsin » Sun Aug 03, 2014 10:32 pm

[quote="Sacred"][quote="Mithni"][quote]But after all that: Did you forget the feeling when you got your first griffon? It will never feel the same, if it's too easy =)

Mith[/quote][/quote]
Yup, I took a 6 month break from game after all that, ugh.[/quote]

6 month break after the Griffon quest!

I hope you stayed away from Swamp armour, APW, SoD, Aug farming, crafting, diplomacy, harvesting and PotA then, you would've passed out from the mere thought of it, since they were 3-10 times what the Griffon quest was lol
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Sacred
Posts: 92
Joined: Wed Mar 12, 2014 10:47 am
Re: Borestones / Flying Mounts / Ships
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Post by Sacred » Mon Aug 04, 2014 12:42 pm

I mostly soloed, so it was hell getting through almost any level 48+ content. As far as flying mounts in general, only my main had one with the exception of that damned reindeer and a wyvern after helping people out short on heals.Harvesting was pretty easy thanks to doing lots of reaping near tame-able animals in KDQ, just used a logic loophole that let me tame as many animals as I wanted, combined with a CD timer reset. APW was pretty fun as well, albeit, required starting a PUG or joining one, which wasn't too hard to do. POTA was something I refused to do, and I went around killing everything I could in the lobby. Made me KOS and gave me reasons not to go if anyone asked. I did however get tons of prime steelweave for people needing it for their gear. The griffin quest to me was less about the grind, and more about the sheer pain in the ass of finding people well versed in the really tedious fights. The difficulty can definitely make things fun, and I don't mind it at all, but the griffin quest was also incredibly broken with long fights resetting randomly, the occaisional chunk crash and so on. Lots of people who were good at it were so damn sick of it, so getting groups was next to impossible. Hell, I ended up with a Wyvern on my shaman before I even hit 53, though getting in on the Kotasoth kill seems to have been a fluke. Augs for me were pretty easy to get and I just used them for quick cash (the yellows were a great replacement in my book, but I didn't spend time chasing that extra 2 DPS). Time spent screwing with stat-hacking and parsing on the test server told me selling all those RoE/RoRRs was more in line with my interests and it ended up saving others a bit of a grind.

VG in general was pretty much all soloable until much later into the game. MMO and all, I know, but I still like being able to just have fun alone or in small groups. With the official servers gone and the odds being that people are going to be somewhat scattered with the ability to run as many servers as they like, I am going to definitely start tweaking the hell out of things on a separate build to try and bring all the late-game storyline to people who lack the luxury of raid guilds.

With the game community getting knocked out of existence by SOE, there will definitely be a huge shift in the player base. While quite a few people playing until sunset made it here, there was a substantial quantity of people who quit when Free To Play hit as well as when the sunset announcement came out. If things go well, there might be a nice upswing in people coming back when the servers are up and running as well as people who won't hang out here for long. The nice thing about keeping things open source will be the fun that can be had with modifications, and that is why I am so happy to see things coming along as they are.

Everyone has their reasons for playing, their likes and their dislikes in VG and other motivations. All said and done, we're here because we like the game and want to see it move on.
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Jakkal
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Re: Borestones / Flying Mounts / Ships
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Post by Jakkal » Mon Aug 04, 2014 6:35 pm

Might not hurt to go through some of the old official forum posts again. There were some really good ideas there about how to change the lorestones into something more exciting and engaging than an obnoxious sit-n-wait. Something that made you feel like you were *earning* those boosts. I wish I could remember what they were.

This had some good ideas on it here and there: https://forums.station.sony.com/vg/inde ... tones.898/

Two other changes I hated around this time: The Clickies change and the BBO change.
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Cyrcle
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Posts: 288
Joined: Fri Jan 31, 2014 1:51 pm
Re: Borestones / Flying Mounts / Ships
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Post by Cyrcle » Mon Aug 04, 2014 7:15 pm

We should probably start a thread here soon to compile all the SOE forum posts that are useful. From my understanding, they will be gone next week?
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Koralith
Posts: 78
Joined: Fri Aug 01, 2014 10:28 am
Re: Borestones / Flying Mounts / Ships
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Post by Koralith » Mon Aug 04, 2014 8:03 pm

[quote="Cyrcle"]We should probably start a thread here soon to compile all the SOE forum posts that are useful. From my understanding, they will be gone next week?[/quote]

I do recall that the fellow who was running EQ2Wire had a setup that could scrape the entire contents of an SOE forum. May be able to get that from him if no one has a dump already.
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: Borestones / Flying Mounts / Ships
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Post by Kilsin » Mon Aug 04, 2014 9:23 pm

[quote="Jakkal"]Might not hurt to go through some of the old official forum posts again. There were some really good ideas there about how to change the lorestones into something more exciting and engaging than an obnoxious sit-n-wait. Something that made you feel like you were *earning* those boosts. I wish I could remember what they were.

This had some good ideas on it here and there: https://forums.station.sony.com/vg/inde ... tones.898/

Two other changes I hated around this time: The Clickies change and the BBO change.[/quote]

That is a good idea Jak, I remember a few of those idea's were really well thought out.

I agree, the BBO and Clickies plus the itemisation changes were probably the things that annoyed me the most with the latest changes, I would love to get rid of them all together.

I liked an idea Guenevere had in another thread, I will try and find it but I also think yours and Sins idea's were much better than leaving them OP and randomly spawning.

I would rather get rid of them all together but if they stay they need to be dulled down and changed to make them more of a challenge, instead of handing out free dps etc.
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: Borestones / Flying Mounts / Ships
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Post by Kilsin » Mon Aug 04, 2014 9:24 pm

[quote="Cyrcle"]We should probably start a thread here soon to compile all the SOE forum posts that are useful. From my understanding, they will be gone next week?[/quote]

I have used HTTrack to grab that and many other sites that will be useful to helping us rebuild here, I believe a few others have as well from reading some of the posts here in other sections, so we should have a copy of everything.
Last edited by Kilsin on Mon Aug 04, 2014 9:26 pm, edited 1 time in total.
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Mithni
Posts: 49
Joined: Sat Aug 02, 2014 6:47 am
Location: Germany
Re: Borestones / Flying Mounts / Ships
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Post by Mithni » Tue Aug 05, 2014 2:58 am

Heya Telonians,
[quote]If lorestones were always protected by some 5-dot Lorekeeper or something, then I could understand the need for players to call on one another for help. Without it, players will just get the lorestone and neglect to let anyone else know its there.[/quote]

I like this idea on the forums... maybe make the boss spawn on clicking the lorestone? Maybe some kind of ghost living inside the lorestone? Some Kind of genie in a bottle ... And get the update on stone only, if the boss is dead to prevent people of just training the boss away and grab the stone.

Greetings, Mith
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